This weeks update sees the another starfighter added and the begining of the balancing act that will become the starfighter and stats grids. These grids will be used to determine the roles and in some cases the aesthetics of each starfighter to be made from here on. -Introduction of starfighter and stats grids into the games conceptual side. This is not something that will be seen in the game but is instead used on the developer side and in community polling to define roles for starfighters and to balance their parameters in the game. All starfighters have been balanced in accordance with this grid. -Added new starfighter Oshiro Armaments Mark 11 Shuriken Ultra. -Added new dynamic camera positioning system that detects the average amount of space that is available around a starfighter and adjusts the camera distance and height in realtime from the players starfighter as they move through the environment. -Added turn speed boost when throttling down and turn speed debuff when at maximum throttle. Using your afterburner currently has no effect on turn speed as you have to be at full throttle to use it and get a debuff for doing so anyways. -Added mouse pointer clamp to keep the mouse within a 250 pixel radius around the screen center to make mouse control much more manageable. -Added new artwork for starfighter cannons. -Adjusted collision damage when impacting enemy starfighters and terrain. -Module data is now saved to a json file for easier management and the list of modules is updated based upon what is in the JSON file. -Module cost is now calculated into the over all cost of your starfighter. -Added a starship cost counter to the bridge menu of the Heliosiren that updates as you change components on your starfighters. -Vast portions of story mission data such as audio files and objectives are now stored in JSON and the Resources folder and are loaded by the mission manager on an as needed basis. This is also the first step towards laying the ground work for a custom mission builder for future workshop integration. -Optimizations of radar and aim scope rendering. -New skybox images for some environments. -GPU Instancing now running on terrain meshes and a number of other terrain optimizations and improvements. -Rework of post effects. -Addition of new post effects options in the config menu. -Added Level of Detail culling to several models in the game to improve overall performance. -GPU instancing has been expanded to a number of shaders to improve performance. -Implemented new particle explosions across the entire game. -Implemented new projectile graphics. -Reworked damage states for player controlled starfighters. -Began redesigning the first mission level as part of a greater movement towards overall better quality and diversity on maps for greater dev side reusability and extended playability.
[ 2021-01-01 23:36:39 CET ] [ Original post ]
🕹️ Partial Controller Support
- Pirates of Frontier's Reach Linux Depot [5.47 G]
The Gameplay of Pirates of Frontier's Reach will see the player skip the long trips between locations and drop right into the action. Taking on Sorties players can test their loadouts against a swarm of enemies of a single type. While on Patrols players can pilot their starfighter around areas filled with obstacles and secrets where barnstorming will be the only way to get the prize. And Campaign missions will keep the story moving forward and unlock new and interesting starfighters and weapons for the player to use.
The Starfighters of Frontier's Reach are old and rugged but more than a fit for the jobs they fill out in the frontier worlds.
Pilots Serving in the Privateer Fleet will have the ability to fit different weapon systems to their starfighters to meet the needs of each mission they take on.
Outfit Your Starfighter and tweak performance parameters within various ranges to achieve the desired performance you want out of a starfighter.
Fly From the Cockpit or Third Person Perspective and experience a difference in both the game difficulty and immersive value. The choice is yours!
The Future of Pirates of Frontier's Reach is one in which I will use the automation tools I've crafted over the past few months and plan to refine in order to deliver weekly story driven content for the community to engage with.
The Multiplayer of Pirates of Frontier's Reach is currently not being planned at all but the future is a crazy place so things may change.
Blind Alien Productions is a small team made up of the following people.
Scarlett Toney aka Soliloquis - Co-Founder, CEO, and Lead Unity Developer.
Tucker Wolf aka SaburewolfJR - Co-Founder, Character Artist, and Lead Unreal Developer.
Alberto Vazquez aka DarksithKnight - Co-Founder, Lead Level Designer, and Prop Modeler.
Bharat Mallula aka ROG242 - Business Consultant, UX and UI Designer, Art and Design Consultant.
Zachary Gray aka the New Guy - Systems and Gameplay Programmer.
While the roles here are the most prominent, the team as whole shares a lot responsibilities across the board. As such, most everyone touches on or provides feedback on just about every aspect of the game.
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